Monday, March 29, 2021
Monday, March 22, 2021
Octofud High Mesh Part 2 Game Res
I had some issues with the fish feather that I am still trying to figure out, my current idea is to map the sculpt down onto a plane that I could then place anywhere i wanted to on the hat.
test bake with auto uvs:
Actual UVs:
Sunday, March 21, 2021
Corpse Bride Sprint Update
For this sprint after we had our midterm review I took some time with the team to evaluate where we stood on the project. I spoke with each member and asked how they felt about their tasks and what areas we needed to focus on to ensure we would have a good foundation for next semester. I reassigned tasks to members of the team and now that we have a functional rig, I can move Franco off of miscellaneous models and lighting to focusing the rest of the semester on getting our key poses for the animations that will be necessary for Emily. Katie will be finishing up the proxy for Victor's hands that will replace the default unreal VR hands and then she will be moved to working on transition vfx so that we can have an effect display for the player when we teleport through the levels. Abi has continued to work on the piano functionality and has all of the notes functional at this time and her focus will now be on how the player will follow notes and input that into a sequence that plays through the middle of our experience. Abi has also started to simplify the sheet music for the piano duet. I have Yami working on more models that had not been proxied during the first half of the semester and collecting sound effects that we can add into the scene.
I made a list of all aspects of the experience that had not been proxied and even some stretch goals that we would like to include but are not focusing on for the time being. I also made a list that we would need to address by next sprint in order to stay on track and optimize the experience. I made a few adjustments to the walls of the bar to better reflect the original film and applied our material instances to them as well as proxied out the butterfly and its glass enclosure from the beginning of the film. The butterfly will represent our "exit" button as a representation of the land of the living in the "end" portion of the experience. I also made some proxy tombstones and added all of the team members names and rolls onto them as a form of credits and laid them out in a duplicated forest level that our player will go to after they successfully play will Emily. I edited the ambient audio BP to add a different end scene piano music for the closing of the experience.
My focus for the next two weeks is going to be determining what our polycount max should be and getting all of the model completed so far up res'd and re imported into the engine to test how it affects our performance as well as continuing to update the asset list as tasks get completed and started.
Proxy butterfly and case in maya:
Need to start proxy for:
Victor Hands
Ceiling
Flooring
Roaches Model (stretch)
Roach Niagara Effect (stretch)
Crow Model for trees (stretch)
Crow sound effect
Glass clinking
Transition effect/fade with sounds for all sections of experience (beg, mid, end)
Emily Animations (all)
Anim state machine
Emily hair cards
Emily clothes
End scene layout
End scene name scrolling or tombstones
Remains of the day end song
Signal on piano key Emissive material most likely
Emily hair physics
Emily clothes physics
(fake water in material)
Changes to already existing things:
Update wall design
Updated materials (glass)
Cups /bottles need double walls
Determine poly count for objects
Up res to correct poly count (all objects)
Take objects to a higher quality of “proxy”
Emily’s rig
Lighting edits
Piano functionality
Determine what notes need to be played
Correct collisions on all objects
Fix flying cup issues? ( add weight / gravity )
Monday, March 15, 2021
Monday, March 8, 2021
Octofud Sculpt - Week 1 Proxy and High Res Start
For this week I decided on doing Octofud as my character sculpt. I took the concept that was provided and did quick simple orthographic sketches in Photoshop and then took that into maya to create the proxy in A pose. Then I took the limbs and used the bend curve deformer in zbrush to position the arms to get the final image below as the start of my high res sculpt.
Friday, March 5, 2021
Corpse Bride: Midterm Sprint Update
For this sprint, I redid some proxies that I had done earlier on in the semester as well as created many new ones to fill our scene. After critique and feedback from the professors I decided to change the overall layout drastically than what we had before and I believe the current shape of our room reflects the look of the overall scene from the film better than it did before. Now that we have more breathing room as well, this has given more oppurtunity for other artist to light the scene better and created a better ambiance than we had before. Here are some screenshots of the layout work I did as well as the proxies I updated and created this sprint:
Monday, March 1, 2021
Nerf Gun- Final Renders and Textures
For the nerf gun I wanted to reskin it as a Destiny 2 gun, Luna's Howl. Here is the reference I used:
Here are my final renders in Marmoset:
-
For this week, we needed to take a portion of the level that we were assigned and take a proxy that was provided to us and edit that in a w...
-
For the final week of this project I intended to get all of the textures done for the shack and set up the model in unreal. Here is where...
-
Oculus Medium Research For this summer research project I wanted to explore virtual reality sculpting. I looked into a couple of program...